There's been a report on the Steam forums of someone getting a prompt
that looks exactly like the 'Ticket Expired' error and (you can guess
what's going to happen, can't you?) after entering the password in the
account had been hijacked by the next day.
Since the VDC launched I've been making solid progress documenting
Source's AI. My current project is the actbusy routine, and I need help.
Actbusy is a way of telling NPCs to perform certain actions at specified
locations. You enter the action name into a keyvalue box, but the
actions aren't
( ACT_ZOMBIE_WALLPOUND );
On 7/2/05, Tom Edwards [EMAIL PROTECTED] wrote:
Since the VDC launched I've been making solid progress documenting
Source's AI. My current project is the actbusy routine, and I need help.
Actbusy is a way of telling NPCs to perform certain actions at specified
locations. You
*VCD
Tom Edwards wrote:
Cancel that, they aren't there. Here's some examples of the 'hidden'
activities I'm looking for:
d1_t01_BreakRoom_Sit01_Idle
d1_t01_BreakRoom_Sit02
d1_t01_BreakRoom_WatchBreen
d1_t01_Clutch_Chainlink_Idle
d1_t01_BreakRoom_WatchClock_Sit
LineIdle01
sitcouchknees1
I've
If I understand the concept of rigid bodies correctly, there isn't going
to be any way of doing this at all without faking it (like with a sprite).
Ian Warwick wrote:
I need to code an orb that expands over time, but not quite sure how to
approach it.
I am after some ideas on how I could
Of Tom Edwards
Sent: Tuesday, July 05, 2005 2:04 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] NPC activities
I'm no modeller or coder, but that sounds pretty neat regardless. What's
the collective term for these technologies (the material system sounds
like it does the same sort
*Queue 'should have been there from the start' complaints*
Mattie Casper wrote:
I love the new update. Not least because of the new addition of the API
InsertServerCommand():
Actually, there is one change (nothing that would break a plugin). We
added this function:
virtual void
Well, uh, if we were DJs it would be...
Matt Parkins wrote:
Cue, not Queue. :)
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tom Edwards
Sent: 07 July 2005 13:44
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Many thanks to Valve
TF2...TF2...hang on in there... ;-)
SB Childe Roland wrote:
Noone has done it??
On 6/30/05, [EMAIL PROTECTED] [EMAIL PROTECTED] wrote:
I've recently tried to tackle adding prediction to vehicles and wound up
finding it was a more difficult task than I realized. I've heard the
issue
One of the reasons I like mailing lists is that you need at least some
degree of sense to find and sign up to them. A theory that doesn't
always hold true, unfortunately.
It's the same old shit with a new spit shine.
Sounds like someone I know, minus the shine.
SB Childe Roland wrote:
It's
Enjoy it while you can, I don't act like that very often. ;-)
Ben Davison wrote:
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Look! I'm playing the worlds smallest violin.
On 7/11/05, Tom Edwards [EMAIL PROTECTED] wrote:
One of the reasons I like mailing lists is that you need
Bad form to use a bullet list but I can't think of a better way.
* It's hard to tell how far apart they are without anything to give
a sense of scale.
* The fastest way to see if it's your code that is the problem is
loading the map in HL2 and spawning something.
* Use
I can't answer your question, but I would like to ask how you kept all
this so quiet! A new commercial Source game and a professionally-made
mod should be all over the headlines, yet this is the first time I've
heard of Valhallon?
Joshua Alejandro Jacobo wrote:
We are currently looking to use
I'm looking into producing a mod that involves widespread player
creation of static brush entities. The biggest problem with that is
lighting - instancing them /should/ be simple enough, but lighting them
correctly looks to prove a major difficulty.
I suppose my question is this: might it be
That's how it works anyway, I think?
Kamran wrote:
I am not to the developing stage yet for my weapons, but conceptually,
is it possible that I can use a melee weapon, such as the crowbar, and
have it, instead of a 3 foot-ranged gun, have it hit when it detects a
collision with an object?
--
Hallelujah! :-D It would be very useful to set nosounds (or whatever)
across all games from Steam - any chance of the update adding that?
Alfred Reynolds wrote:
cl_downloadfilter nosounds
Will prevent your client from downloading sounds when connecting to a
server.
- Alfred
-Original
That's not entirely fair, I had endless hit reg problem until I manually
tweaked my config. The default cmdrate and updaterate values were both
20, but they needed to be around 50.
Benjamin Davison wrote:
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Just for reference this is what your
Sounds like traditional lag to me...
Aditya Gaddam wrote:
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes or something.
On 10/6/05, Dan Stevens (IAmAI) [EMAIL
the weapons' penetration capabilities.
Tom Edwards wrote:
Sounds like traditional lag to me...
Aditya Gaddam wrote:
this has happened to me a lot of times in DoD. I get back behind cover
but about half a second later, I die from magical bullets. It's
probably NOT hacks. just messed up hitboxes
They re-sync when you shoot http://media.putfile.com/SourceHITBOX82.
It doesn't happen all the time for obvious reasons...
Andrew Foss wrote:
sv cheats 1, add a bot in CSS, sv_showhitboxes 2, and you'll see that
the hitboxes move faster than the player, unless you're shooting at
them, at least
Is it possible for mods to have custom icons, specific developer names
and links in My Games?
Erik Johnson wrote:
This is a multi-part message in MIME format.
--
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The beta is available now for people to take a look at the update coming
to Steam
You want to alter some script files to stop it happening. Have a look at
http://developer.valvesoftware.com/wiki/Creating_Menu_Background_Maps#Script_files_for_background_maps_and_chapters_in_your_own_MOD.
Giedrius T. wrote:
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Hi. I want my mod
Delete clientregistry.blob.
Kamran wrote:
I just started getting a Steam exception today:
Steam.exe (main exception): Win32 StructuredException at 010BCF68 :
Attempt to read from virtual address 0 without appropriate access rights.
I get it when trying to start it up, I can't use Steam now...
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Another possibility is another program holding write access - the same effect
as read-only, but not determined by the file. Check what programs you have
running in the background and try closing likely culprits down one at a time.
-
You need to add the beta parameter to EVERY shortcut you use to launch
Steam or any Steam app. Avoiding this faff is what the beta selection
form is for in Steam settings, and I have no idea why it isn't being
used here.
Ryan --- wrote:
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[ Converted text/html to text/plain ]
I'm in the process of writing some programming documentation for VDC (it's a
fantastic way to learn). Before I make any changes, I'd like to hear some
feedback. :-)
Some concerns of mine:
I don't explicitly mention that you can call the functions from
is loaded up again, it can repopulate
that class with its correct values. (Hence why HL2MP_Player doesnt have
one -- or does, but nothing in it)
BEGIN_DATADESC( CHL2MP_Player )
END_DATADESC()
Tom Edwards wrote:
[ Converted text/html to text/plain ]
I'm in the process of writing some
in
the PVS and the rate is slowed down – thus requiring the above modulation.
Tom Edwards wrote:
[ Converted text/html to text/plain ]
I'm in the process of writing some programming documentation for VDC (it's a
fantastic way to learn). Before I make any changes, I'd like to hear some
feedback
in this function.
I think it's a very useful document, especially to someone just getting
started with the Source Engine. Great job!
- Josh
On Fri, Feb 22, 2008 at 11:56 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
[ Converted text/html to text/plain ]
I'm in the process of writing some
We can now have the SDK beta installed without having to fret about
parameters. :-) Steam Settings Beta participation.
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You need to fix the custom build steps. Right-click on the Client and
Server items in the explorer and navigate to Config Properties Custom
Build Step. Then add quote marks to the start and end of the Outputs field.
This worked when I started my current project in VC2008 Express.
Adam Buckland
It loads the right binaries, but no matter what I try none of the ep2
content. The content caches need to be shared!
(I know I can mount whatever AppID I want with code, but it's just not
the same. :-p)
Matt Stafford wrote:
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Works fine for me.
http://developer.valvesoftware.com/wiki/Smd_file_format
Tobias Kammersgaard wrote:
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Hey!
I'm currently working on a program, that decompiles models. But I'm having
trouble with the SMD format, which I want it to be decompiled too.
Anyone got
You should have searched for, you know, smd. ;-)
Tobias Kammersgaard wrote:
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Ah! Did a search for SMD on the Wiki, but it gave nothing!
Thanks mate :)!
/ScarT
On 23/02/2008, Tom Edwards [EMAIL PROTECTED] wrote:
http
] On Behalf Of
Tom Edwards
Sent: Saturday, February 23, 2008 1:50 AM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Think() documentation
Thanks Josh. I've added the updated article to VDC:
http://developer.valvesoftware.com/wiki/Think()http://developer.valvesoftwa
re.com/wiki/Think
Surely this should be a Steam Community group? :-p
Adam Maras (memzero) wrote:
Hello coders! I've taken the time to register a brand new IRC channel on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
developer discussion, #hlcoders is the right place for you. Visit us:
I'm still working on VDC documentation. I've completed a new version of
the model entity tutorial, but there's a curiosity I'd like to have
explained to me. If the player stands in front of the my_model_entity as
it moves, it will execute a chunk of IF code in MoveThink() regardless
of whether
of those ;-)
// Adam
Tom Edwards wrote:
Surely this should be a Steam Community group? :-p
Adam Maras (memzero) wrote:
Hello coders! I've taken the time to register a brand new IRC channel
on
the GameSurge IRC network: #hlcoders . From casual coding chat to deep
developer discussion, #hlcoders
Absolutely nothing. (Well, I added some of the diagnostic code I
mentioned in the first message, but that doesn't have any effect on the
behaviour.)
Grash wrote:
What did you change in the model entity tutorial?
--- Tom Edwards [EMAIL PROTECTED] wrote:
I'm still working on VDC
--- Tom Edwards [EMAIL PROTECTED] wrote:
Absolutely nothing. (Well, I added some of the diagnostic code I
mentioned in the first message, but that doesn't have any effect on
the
behaviour.)
Grash wrote:
What did you change in the model entity tutorial?
--- Tom Edwards [EMAIL PROTECTED] wrote
That also solves a problem I've had brewing as well. Thanks!
David Adams wrote:
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thanks for that insight, i didnt think about the voice comm icon, but that
is a perfect example of what i need!
On Wed, Feb 27, 2008 at 3:00 PM, Tony omega Sergi
www.hl2ctf.com
On 27/02/2008, Tom Edwards [EMAIL PROTECTED] wrote:
Absolutely nothing. (Well, I added some of the diagnostic code I
mentioned in the first message, but that doesn't have any effect on the
behaviour.)
Grash wrote:
What did you change in the model entity tutorial?
--- Tom
into problems.
David (PulledPin) Shaw
www.hl2ctf.com
On 29/02/2008, Tom Edwards [EMAIL PROTECTED] wrote:
Thanks, but I'm not running in debug. (Forgot to send this!)
David Shaw wrote:
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This is a long shot, but if you are running release code
I'm confused about what additional SDKs (
http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs
)are required for different users. I'm using VCE2008 on Vista and didn't
need to download anything! Who needs what?
___
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The simplest overload I can find is this one:
voidEmitSound( const char *soundname, float soundtime = 0.0f, float
*duration = NULL )
It's used by the playgamesound convar. I've no idea what the difference
between soundtime and duration is though. :-s
Jed wrote:
Hey all.
I want to play
the shaders.
Adam
--- Tom Edwards [EMAIL PROTECTED] wrote:
I'm confused about what additional SDKs (
http://developer.valvesoftware.com/wiki/Compiler_Choices#Additional_SDKs
)are required for different users. I'm using VCE2008
on Vista and didn't
need to download anything! Who needs what
On this subject, I was trying to fix ambient_generic's play everywhere
flag a while ago. It seems that executing EmitSound on the client is the
way to go, but I can't in my ignorance work out how I would go about
doing that. I'd need to network it for a start, right?
Tom Edwards wrote
By map I presume you mean texture. Have you tried making the
material a WorldVertexTransition and specifying a completely transparent
$basetexture2?
Adam Donovan wrote:
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Hi All,
I am have quite a bit of
trouble getting detail sprites or
I think you are confused between alpha on a WorldVertexTransition
material, and alpha on a texture. They are similar things, but happen in
different places. Try following this guide with a WorldVertexTransition
material:
Can you upload the VBSP and VMT somewhere?
Adam Donovan wrote:
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Hi Tom,
Im not confused between alpha on a worldvertextransition texture and
alpha on a material. Ive done this so many times for various maps and thats why
I posting
There's an example of a toggle input at
http://developer.valvesoftware.com/wiki/Authoring_a_Model_Entity .
Marshall wrote:
Yes that's kind of what I mean but heres what im trying to accomplish:
Custom entity place in hammer, set the target name in the options ( that's
it ) In this case say
http://developer.valvesoftware.com/wiki/Compiler_Choices
Patrick Shelley wrote:
What compile program is needed for coding within the source enviroment
please?
Many Thanks,
Pat
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Bug 260 (error 21: A different version of this FS is already in use) is
the most irritating issue for me at the moment.
http://developer.valvesoftware.com/cgi-bin/bugzilla/show_bug.cgi?id=260
Mike Durand wrote:
Please overcome your typical shyness and report any problems you have to
me. J
Open the sample citizen model and scrub the animation slider. That's how
you do it. :-)
Jake Breen wrote:
Okay so I was following
http://developer.valvesoftware.com/wiki/Character_Facial_Animation_Shapekey_Set
And thats the only thing I can find about facial flexes. So what do I do
next?
I think I may have run into an incompatibility between RecvPropEHandle()
and RECVINFO_ARRAY().
This code:
RecvPropArray( RecvPropEHandle( RECVINFO_ARRAY(m_Inventory) ),
m_Inventory )
Produces this error:
error C2664: 'RecvPropEHandle' : cannot convert parameter 4 from
'unsigned int'
I've sorted out the slots sticking around between servers (casts =
trouble), but the lack of a full update on load/join is still an issue.
Tom Edwards wrote:
I worked out my EHandle array in the end, and it works great. There
seems to be a problem with full updates though. I think
You're including a bunch of _xsi.qci files...weren't you using Max?
Jake Breen wrote:
Okay, I have a horrible problem I just don't understand..I compiled the
model with flexes, but they don't show at all. Well they show in the
flex tab but don't show on the face. They flex model and the
?
Tom Edwards wrote:
You're including a bunch of _xsi.qci files...weren't you using Max?
Jake Breen wrote:
Okay, I have a horrible problem I just don't understand..I compiled the
model with flexes, but they don't show at all. Well they show in the
flex tab but don't show
I've worked out that user commands are transmitted with CUserCmd and
processed on the server with CPlayerMove, but how to access CUserCmd on
the client and pass it values is beyond me. Can anyone advise?
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copied over. i'm
on my cell so no code infront of me to tell you the exact function lol
On 4/1/08, Tom Edwards [EMAIL PROTECTED] wrote:
I've worked out that user commands are transmitted with CUserCmd and
processed on the server with CPlayerMove, but how to access CUserCmd on
the client
I would be quite surprised if this were possible. Brush entities aren't
designed to be created dynamically at all - what's probably happening
when you try to create new instances is that the entity is being created
without an attached brush, i.e. it is invisible.
What's stopping you from using
I am quite surprised. :-p Is it truly dynamic, or is it limited to the
number of hidden brushes you compile into the map?
When you say Without Physics do you mean that everything will just
walk through it?
Either that, or the physics collision box will stay the original size.
There must
, Apr 1, 2008 at 3:16 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
I'm adding a command to use an inventory item. The button won't ever
need to be held down.
By actual command triggered from a bind, I take it you mean a server
concommand? How do I filter that to only the command-ing player
on the server, int slot = atoi(args[1]);
On Wed, Apr 2, 2008 at 5:52 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
The problem with both of those options is that I can't send the
inventory slot to work on with them, and for the same reason neither can
I check on the client whether
Turns out they were being spam filtered by my ISP before even reaching
my mail client. Should be fixed now.
Tony omega Sergi wrote:
maybe you hates me ;(
-Tony
On Wed, Apr 2, 2008 at 2:32 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
Another phantom e-mail (Tony's) that I never received
You could look at the point_teleport entity and see how that does it.
Kenrick Rilee wrote:
Ok, well i've been working trying to rotate a player. I've figured out
rotating the player model (just modify C_SDKPlayer::GetRenderAngles()).
However, this doesn't modify the angle the hitboxes are at
If all you want to do is display the models, you can use env_cycler to
force an animation. If you want to have them controlled by AI, you could
possible hack it with some scripted_sequences...
Some Person wrote:
Hi,
I know this information is out there somewhere, but I'm trying to use
Look closely at the kerb in this screenshot:
http://steamreview.org/external/vdc/projectedtexture-bug.jpg
Is there any solution to this? It looks like only the perpendicular
brush face is being tested...
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a different light
env colour - or place a control light in front of the
curb, and see if it still causes the problem.
Adam
--- Tom Edwards [EMAIL PROTECTED] wrote:
Look closely at the kerb in this screenshot:
http://steamreview.org/external/vdc/projectedtexture-bug.jpg
There should be one, in root.
Maarten De Meyer wrote:
Ok. The AppID in my gameinfo.txt is 215, the AppID in the server's
gameinfo.txt is the same ( they're on the same SVN ). Are you referring to
another AppID somewhere when you say 'the AppID of the game you're
launching' ?
[ btw, when
I don't think this has anything to do with the mod (your gameinfo is
fine btw). I've been able to reproduce the problem when connecting to a
specific Eternal Silence server, at 62.212.73.20:27015, but if I try any
other server, even for the same mod, there's no issue!
An odd one, that's for
shared/SoundEmitterSystem.cpp looks like a good candidate. Any further
below that and you get into code that isn't in the public SDK.
Nicolaj Schweitz wrote:
I need to get started on programming sound in source. I have looked a
bit at the sdkDocs
Even with a scripted sequence you'll probably need new AI code to
achieve this. The closest you're likely to get with Valve's binaries is
the effect from the end of Lost Coast, but I doubt that you want the
copter exploding /before/ he hits anything. :p
Cory de La Torre wrote:
Hmmm oddly he
Well done. :-) Does it look okay?
Some Person wrote:
Hi Tom,
The problem was, the helicopter really wasn't flying like we wanted it to. I
didn't realize you could set the velocity up to 65535 (I thought it was based
on 0-255... stupid lack of documentation!)
And the npc_helicopter really
Why would you want to resize them vertically anyway? So long as they
play back at the right volume, it's irrelevant.
Some Person wrote:
Okay.
Wav files are imported and what not. Everything (in that way) works fine
What doesn't work that great is trying to see the wavform in Face Poser.
I've just been leafing through the OB header files for Steam, and it's
started talking about modIDs (steamclientpublic.h ln508 onward). That
sounds good to me!
#if defined( CHECKSUM_CRC_H )
CGameID( uint32 nAppID, const char *pchModPath )
{
m_ulGameID = 0;
Isn't there a BecomeRagdoll input now? That might help. You could also
try splitting the scene in two.
Chad Lehman wrote:
I'm having some difficulty killing off an NPC.
He's supposed to die on a trigger (trigger 5 of 7)...
If I don't kill him off, the rest of the logic_choreographed_scene
There aren't any animations for death because it's all handled with
ragdolls.
I just tried BecomeRagdoll and it worked for me (you must be using the
ep1 engine?), but it's no use as the entity is removed afterwards anyway!
Here's the debug output for a scene I modified to kill one of its
Somebody with very similar problems fixed them by uninstalling the
nVidia Firewall only a few hours ago. Do you have it?
Janek wrote:
Hi,
I just finished porting my mod from ep1 engine to OB engine. I wanted to
post a quick feedback about performances I had under ep1 engine and OB
engine.
episode 1 shared.gcf\episodic\scripts\colorcorrection\
GCFScape can do wildcard searches you know. ;-)
Cory de La Torre wrote:
THis is a bit of a combination of mapping, and coding in a bit, while the
exact color correction code exist for Ep2, it doesn't for EP1. I can't seem
to find any
Even ep1_background_02_1.raw, ep1_c17_06_1.raw, and ep1_citadel_03_1.raw?
Cory de La Torre wrote:
The RAW Files in those arent meant for normal City mapping environments.
They seem to be effect only, like cc_gman.raw, and Intro_alyx.raw.
On Sun, Apr 27, 2008 at 7:09 AM, Tom Edwards [EMAIL
Totally ignoring the question being asked for a moment, is there any
difference between the code you get from the scratch option and the code
only option?
Michael Chang wrote:
Hey all I'm having some issues getting the Orange Box scratch SDK up and
running with my custom map and content.
, 2008 at 1:37 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
Even ep1_background_02_1.raw, ep1_c17_06_1.raw, and ep1_citadel_03_1.raw?
Cory de La Torre wrote:
The RAW Files in those arent meant for normal City mapping environments.
They seem to be effect only, like cc_gman.raw
these files. Theres alot of other things that be nice too, much
like the Loading bars for the COnsole versions of the OB.
On Mon, Apr 28, 2008 at 1:00 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
Yeah, that's what the game uses. What are you trying to do here?
Cory de La Torre wrote:
Yeah
You need to start colorcorrectionui from the console.
Cory de La Torre wrote:
Yeah I'm thinking that, but I'm not too sure on how to do that. :D
On Mon, Apr 28, 2008 at 4:51 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
The 360 handles colours slightly differently, as does your TV. If you
Not as far as I'm aware.
Cory de La Torre wrote:
:O, is there anything else?
On Tue, Apr 29, 2008 at 12:26 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
You need to start colorcorrectionui from the console.
Cory de La Torre wrote:
Yeah I'm thinking that, but I'm not too sure on how
That isn't exactly secure though. :-p
Steve Henderson wrote:
I notice that there is a ConVar listed in in_mouse.cpp:
I think Andrew probably has the best idea.
Possible other route:
cl_dll/in_mouse.cpp shows a Convar:
ConVar sensitivity( sensitivity,3, FCVAR_ARCHIVE, Mouse sensitivity.,
You need to scroll to the very end of clientscheme.res and add your font
to the list there.
Ben Mears wrote:
Hey guys, I'm trying to replace the weapon selection icon in my HL2
Singleplayer mod and I've hit a wall. The problem is that instead of showing
my custom icon, it shows whichever
You need to write C++ code to create a new weapon. Look it up on VDC.
(If all you want to do is change the appearance of an existing one you
can edit its script file though).
Michael Mylenski wrote:
what are you referring to?
On Sat, May 3, 2008 at 4:35 PM, Tobias Kammersgaard
[EMAIL
There's a client beta out to fix it.
http://forums.steampowered.com/forums/showthread.php?t=679886
Adam amckern McKern wrote:
All mods even half-life its self crash steam to the
desktop when launched via the server browser.
MDMP;
Maybe this has to do with the addition of server tags.
Chris Allan wrote:
Hi all,
Just been playing with A2S_INFO server query requests, following the
documentation available on the Developer Community Wiki
(http://developer.valvesoftware.com/wiki/Server_Queries
) and I've been having
And for a very good reason.
Tony Paloma wrote:
And, as far as I know, neither contains the steam username used to login.
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of LDuke
Sent: Thursday, May 08, 2008 10:32 AM
To: Discussion of Half-Life
I encountered this (or at least something with identical symptoms) in
the OB engine a while ago and Valve were kind enough to fix it. I don't
think they're going to do the same for Ep1. You need to move to the
current source tree!
A.Oliver wrote:
I've being suffering this bug since long time
The Citadel!
http://steamreview.org/personal/jailbreak/nocitadel.jpg
Can anyone explain this? It's the ep1 engine.
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I've specifically bound the correct cubemap to that face. Besides, you
can see one of the Citadel's reflected cables stopping dead where it
should enter the structure.
Garry Newman wrote:
Looks like it's just using the wrong cubemap.
garry
On Sun, May 11, 2008 at 10:39 AM, Tom Edwards
.
if ( r_drawothermodels.GetInt() || ForceRenderDuringCubemaps() )
Then you can just make a new prop child class and set it's version of that
function to return true.
-Tony
On Sun, May 11, 2008 at 7:37 AM, Tom Edwards [EMAIL PROTECTED]
wrote:
I've specifically bound the correct cubemap
That /was/ a fix from Valve.
Janek wrote:
@Benjamin and Tom I saw this post as it was an answer to a question from
me. But this fix is for sratch sdk (different in hl2mp) and also I prefer a
fix frm Valva as there could have other less noticeable prediction issue.
2008/5/17 Mikie [EMAIL
The only function I have found that emits a sound without a source
location (i.e. at full volume everywhere) is
enginesound-EmitAmbientSound(), which is client-only. All other
functions, even ones that describe themselves as ambient, play from a
location in the world.
I've been able to hack
work for you
CReliableBroadcastRecipientFilter everyBody;
UserMessageBegin( everyBody, SendAudio );
WRITE_STRING( Sound.Name );
MessageEnd();
On Sat, May 17, 2008 at 3:14 PM, Tom Edwards [EMAIL PROTECTED]
wrote:
The only function I have found that emits a sound without a source
It's supposed to be around $200,000 actually. And that's pretty damn
cheap as engines go. :-p
There's definitely no yearly fee.
Tom Leighton wrote:
The source engine probably licenses for like $100,000 a year or
something stupid.
Adam Donovan wrote:
well..I would actually pay for this
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